[Mesa-dev] [PATCH 12/20] linker: Track uniform locations to new tracking structures
Ian Romanick
idr at freedesktop.org
Mon Oct 31 12:15:25 PDT 2011
On 10/28/2011 01:52 PM, Eric Anholt wrote:
> On Fri, 28 Oct 2011 10:42:39 -0700, "Ian Romanick"<idr at freedesktop.org> wrote:
>> From: Ian Romanick<ian.d.romanick at intel.com>
>>
>> This is just the infrastructure and the code. It's not used yet.
>>
>> Signed-off-by: Ian Romanick<ian.d.romanick at intel.com>
>> ---
>> src/glsl/link_uniforms.cpp | 95 ++++++++++++++++++++++++++++++++++++++++++++
>> src/glsl/linker.h | 3 +
>> 2 files changed, 98 insertions(+), 0 deletions(-)
>>
>> diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
>> index 54af326..a87e69f 100644
>> --- a/src/glsl/link_uniforms.cpp
>> +++ b/src/glsl/link_uniforms.cpp
>> + /* First pass: Count the uniform resources used by the user-defined
>> + * uniforms. While this happens, each active uniform will have an index
>> + * assined to it.
>
> "assigned"
>
>> + * Note: this is *NOT* the index that is returned to the application by
>> + * glGetUnfiormLocation.
>
> "Uniform"
>
>> + */
>> + count_uniform_usage usage(prog->UniformHash);
>> + for (unsigned i = 0; i< MESA_SHADER_TYPES; i++) {
>> + if (prog->_LinkedShaders[i] == NULL)
>> + continue;
>> +
>> + foreach_list(node, prog->_LinkedShaders[i]->ir) {
>> + ir_variable *const var = ((ir_instruction *) node)->as_variable();
>> +
>> + if ((var == NULL) || (var->mode != ir_var_uniform))
>> + continue;
>> +
>> + /* FINISHME: Update code to process built-in uniforms!
>> + */
>> + if (strncmp("gl_", var->name, 3) == 0)
>> + continue;
>> +
>> + usage.process(var);
>> + }
>> + }
>> +
>> + const unsigned num_user_uniforms = usage.num_active_uniforms;
>> + const unsigned num_data_slots = usage.num_values;
>> +
>> + /* On the outside chance that there were no uniforms, bail out.
>> + */
>> + if (num_user_uniforms == 0)
>> + return;
>
> No need to set NumUserUniformStorage?
Clearing the old uniform state at the top of function sets
NumUserUniformStorage to 0 and UniformStorage to NULL, so it should be good.
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